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[[The Wilderlands of Absalom]]
 
[[The Wilderlands of Absalom]]
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Ishka is the daughter of Azhlo Gesht, King of the Bronze-skins and ruler of the Underworld. Gesht is now a vassal of the party, and has offered his daughter as tribute, to serve as a Sneak for the party, on the proviso that she is not needlessly endangered.
  
 
== Rank ==
 
== Rank ==
*L7 Kobold Sneak (Pilferer)
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*L5 Kobold Sneak
*XP: 50,117/84,800 (+5% bonus)
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*XP: 11397/21200 (+5% bonus)
 
*Alignment: Neutral
 
*Alignment: Neutral
*NPC henchman of the PC [[Karag Two-Blades]] with three henchmen of her own: [[Anvan]], [[Tlilith Bronze-skin]], and [[Yszal Bronze-skin]]
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*Henchman of the PC [[Karag Two-Blades]]
 
*Age xx
 
*Age xx
 
Ishka is the daughter of Azhlo Gesht, King of the Bronze-skins and ruler of the Underworld. Gesht is now a vassal of the party, and has offered his daughter as tribute, to serve as a Sneak for the party, on the proviso that she is not needlessly endangered.
 
 
*Ishka is ambitious, and seeks to make a name for herself. (''advance | valor'')
 
*She also dreams of vast wealth. (''understand | greed'')
 
*Ishka is a builder, and seeks to create enterprise. (''institute | industry'')
 
  
 
== Attributes ==
 
== Attributes ==
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*General Proficiencies
 
*General Proficiencies
 
**'''Adventuring'''
 
**'''Adventuring'''
**'''Lip Reading''' The character can “overhear” conversations spoken in a language she understands. If the subject of her lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if she gleans the appropriate information. Characters with Lip Reading proficiency receive a +1 bonus to carousing and spying hijinks.
 
 
**'''Skulking''' The character excels at moving furtively and finding concealment. She receives a +2 bonus on proficiency throws to hide in shadows and move silently. (Included in stats below.)
 
**'''Skulking''' The character excels at moving furtively and finding concealment. She receives a +2 bonus on proficiency throws to hide in shadows and move silently. (Included in stats below.)
  
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**'''Trap Finder''' The character is an expert trap finder, receiving a +2 bonus on proficiency throws to find and remove traps. She may find a trap in one round (rather than one turn) by making a successful proficiency throw with a -4 penalty.
 
**'''Trap Finder''' The character is an expert trap finder, receiving a +2 bonus on proficiency throws to find and remove traps. She may find a trap in one round (rather than one turn) by making a successful proficiency throw with a -4 penalty.
 
**'''Thief skills''' (includes proficiency bonuses)
 
**'''Thief skills''' (includes proficiency bonuses)
***Open Locks 10+
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***Open Locks 15+
***Find and Remove Traps 9+
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***Find and Remove Traps 13+
***Pick Pockets 10+
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***Pick Pockets 14+
***Move Silently 8+
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***Move Silently 12+
***Climb Walls 3+
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***Climb Walls 4+
***Hide in Shadows 10+
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***Hide in Shadows 14+
***Hear Noise 4+
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***Hear Noise 7+
**'''Backstab''' x3
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**'''Backstab''' x2
  
 
*Racial Proficiencies
 
*Racial Proficiencies
 
**'''90' infravision'''
 
**'''90' infravision'''
**'''Acrobatics''' The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 15+ to tumble behind an opponent in melee. If successful, the character is behind his opponent. The opponent gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble.
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**'''Acrobatics''' The character is trained to jump, tumble, somersault, and free-run around obstacles. The character gains +2 to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. In lieu of moving during a round, the character may attempt a proficiency throw of 19+ to tumble behind an opponent in melee. If successful, the character is behind his opponent. The opponent gains no benefit from his shield. Thieves and others eligible to backstab an opponent gain their usual +4 on the attack throw and bonus to damage. Characters with an encumbrance of 6 stone or more may not tumble.
 
**'''Set Traps''' Kobolds are expert trap setters and, given time (minimum of 1 turn) and the proper equipment (rope, spikes, crowbars, etc) can jury rig traps. A reverse Remove Traps throw is made, with the roll modified by the material on hand, the amount of time allowed and the complexity of the trap.  
 
**'''Set Traps''' Kobolds are expert trap setters and, given time (minimum of 1 turn) and the proper equipment (rope, spikes, crowbars, etc) can jury rig traps. A reverse Remove Traps throw is made, with the roll modified by the material on hand, the amount of time allowed and the complexity of the trap.  
 
**'''Sensitivity to Rock and Stone''' (+1 bonus to surprise while underground)
 
**'''Sensitivity to Rock and Stone''' (+1 bonus to surprise while underground)
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== Combat ==
 
== Combat ==
*AC 4 masterwork leather + dex
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*AC 3 leather + dex
*HP: 31
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*HP: 18
 
*Movement Rate: 120/40/120
 
*Movement Rate: 120/40/120
 
*Initiative Modifier +1 (-1 sunlight) (+1 bonus to surprise while underground) (+1 bonus to avoid surprise - Alertness)
 
*Initiative Modifier +1 (-1 sunlight) (+1 bonus to surprise while underground) (+1 bonus to avoid surprise - Alertness)
 
*Attacks:
 
*Attacks:
**Primary Melee Attack: ''Lightbringer'', +1 short sword (6+ melee attack throw), 1d4+1 dmg
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**Primary Melee Attack: Dagger (9+ melee, 8+ thrown), 1d4 dmg, range 10 / 20 / 30
**Secondary Melee Attack: Dagger (7+ melee, 6+ thrown), 1d4 dmg, range 10 / 20 / 30
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**Primary Ranged Attack: Crossbow (8+), 1d4 dmg, range 80 / 160 / 240
**Primary Ranged Attack: Crossbow (6+ attack throw), 1d4 dmg, range 80 / 160 / 240
 
 
**possible penalty in sunlight
 
**possible penalty in sunlight
  
 
*Saves:
 
*Saves:
**Petrification & Paralysis 10+
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**Petrification & Paralysis 12+
**Poison & Death 10+
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**Poison & Death 12+
**Blast & Breath 13+
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**Blast & Breath 15+
**Staves & Wands 11+
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**Staves & Wands 13+
**Spells 12+
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**Spells 14+
 
 
==Mercenaries and Henchmen==
 
929 gp/month
 
*Anvan, 400 gp/month
 
*Tlilith, 200 gp/month
 
**9 kobold light infantry w/daylight goggles, 54 gp/month
 
**3 veteran kobolds (2 Warrenguards, 1 Sneak) w/ daylight goggles, 75 gp/month
 
*Yszal, 200 gp/month
 
  
 
== Equipment ==
 
== Equipment ==
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Gear, Armor, Weapons: Total Encumbrance 3 stone  
 
Gear, Armor, Weapons: Total Encumbrance 3 stone  
  
*Masterwork brown recluse spider leather armor +1 (kobold sized)
 
*''Lightbringer'', a +1 short sword that lights on command as per the Light spell
 
*Dagger (1d4 damage)
 
*Crossbow (1d4 damage) w/20 bolts (note these must be commissioned in human lands because of their small size)
 
*special-commissioned tinted glasses
 
 
*Backpack (can hold 3 stone)
 
*Backpack (can hold 3 stone)
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**Leather armor (kobold sized)
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**Dagger (1d4 damage)
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**Crossbow (1d4 damage) w/20 bolts (note these must be commissioned in human lands because of their small size)
 
**Wineskin with watered down kobold ale
 
**Wineskin with watered down kobold ale
 
**One weeks dried rations (giant insect jerky, mushroom pemmican, etc.)
 
**One weeks dried rations (giant insect jerky, mushroom pemmican, etc.)
 
**Set of Thieves tools
 
**Set of Thieves tools
 
**Bedroll
 
**Bedroll
**coin purse with 111.24 gp
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**coin purse with 111.23 gp
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The sword is masterwork and grants a non-magical +1 bonus to the attack throw. It's made of some unknown metal that reflects light like mother-of-pearl.
  
Wealth: 5060.9 gp kept with Mr. Hand.
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Wealth: 2400 gp kept with Mr. Hand.
  
 
== Mount ==
 
== Mount ==
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*She actually gets a +1 bonus from prior treatment, for a result of Grudging Loyalty.
 
*She actually gets a +1 bonus from prior treatment, for a result of Grudging Loyalty.
 
*Ishka gains one calamity (that should be marked on the sheet, somewhere). Paying for a restore life and limb will erase the calamity, as well as the scarring. Being gifted with a larger share of treasure, or a magic item, will also raise her morale.
 
*Ishka gains one calamity (that should be marked on the sheet, somewhere). Paying for a restore life and limb will erase the calamity, as well as the scarring. Being gifted with a larger share of treasure, or a magic item, will also raise her morale.
 
==Significant Events==
 
 
[https://forum.rpg.net/showthread.php?780003-IC-II-ACKS-The-Wilderlands-of-Absalom&p=20586077#post20586077 Ishkagirri]
 
  
 
== Class Construction ==
 
== Class Construction ==

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